Arrows/Small-Sized Thrown-Weapons: If you suffer Serious Damage from a small missile weapon it is stuck in your flesh until you pull it out! -1 to all checks FOREACH weapon you have in your body. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.

Thrown Spears/Javelins: If you suffer Serious Damage from a larger missile weapon like a spear or javelin you will suffer -5 to all checks until you pull it out. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.

Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit thereby doing special damage. (The location of which is still randomized) A successful Power Attack does NOT count as an auto-crit. It only deals the extra power attack dmg + special damage effects.

Slashing/Piercing Melee Weapons: On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.

Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.

Called Shot: = Serious and Special Damage (appropriate to the weapon-type used), NOT an auto-crit. Called Shots can be attempted with a ranged or melee attack and with some spells. A PC must declare a called shot.

If an attacker threatens for a critical hit during a called shot it specifically affects the targeted area. (In other words, a randomized roll for hit location is not necessary.) If the attacker fumbles during a called shot he will provoke an attack of opportunity from the target even if he normally would not.